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For full info, see:
https://discord.com/channels/537706885965676554/537710516890501140/1326965325064835113
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https://nexusmods.statuspage.io/
__**Wrye Bash 314.202501182349**__
**Recent Major Changes**
- Starfield support: medium/blueprint plugins and reading save masters are now implemented
- Added Tamil as a supported language (already in 313 proper, never made it into a nightly)
**Recent Minor Changes**
- [**NEW**] Correctly flag `.esl` plugins as masters for SSE/FO4
- [**NEW**] Fixup in save details refresh
- [**NEW**] Fixup for TypeError: InstallerProject._fs_refresh() got an unexpected keyword argument 'load_cache'
- [**NEW**] Centralize/optimize refresh of load order operations
- [**NEW**] Activate all will now try to activate as many non mergeable plugins as possible
- SSE: Added support for LightPlacer directories to BAIN
- Fixed issues related to the display of checkboxes for merged/imported plugins
- TES4: Fixed a regression affecting the Plugin Checker
- SSE: Added support for ParallaxGen directories to BAIN
- Fixed a regression affecting Anneal All
- Attempted to fix the cosave loading bug that is causing saves to show as having mismatched masters in SSE/FO4
- Fixed a regression affecting the Plugin Checker
- Added a workaround for the `'NoneType' object has no attribute 'author'` error
- Some minor refactoring related to file handling
- Upgraded all dependencies (this affects 7-Zip, packaging, pygit2, PyGithub, PyInstaller, PyMuPDF, pytest, Python and pywin32)
- Test fixes for VFS bugs on Windows 11 24h2 (Issue #689)
- New svg checkbox images!
- Fixups for restoring backups/snapshots
- Finally centralizing all refresh operations in refresh (with the help of more advanced input parameters)
- Copy info attributes such as rating/group etc when duplicating files/copying to
- Added support for exporting and importing load order
- TES4: Added support for importing load orders exported by OBMM
- List Dependent... will now open a more user-friendly dialog that allows you to jump directly to listed plugins
In particular I’m not clear why they didn’t leave the PS version up, just with development discontinued, like they did with the XBox version?
Also the published statement is unclear as to whether fixes for PS were actually regressing, or whether they are just saying *reports* kept coming in for already fixed bugs - it’s unclear if the problem was the platform or the users/reporters, in other words.
And if regression of bug fixes was happening, was this just on PS5 or was it also on PS4? (I have used UFO4P on PS4 for years now and never had a single issue. )
https://youtu.be/2QtMRGNgUzQ
He said this would not work, due to technical reasons. I'm not sure why it would not work but he generally knows what he is talking about.
That he does. Did he mention why he removed the PS version? I mean we all know Sony sucks when it comes to modding, but the patch never fell under their thumb before. Did they change the rules again?
But I don’t really understand why he would not leave the final version available for PS4 users (same as he has done for the Xbox version). I’ve never had any issues with it on PS4.